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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. I'm sure you'll figure it out. (Not trying to be rude, just setting a precedent. I'm not going to explain every step, the information is out there.)
  2. Mostly make sure all faces are triangulated, split the mesh at UV seams, and remove any disconnected vertices. For sabers you probably don't need to worry about multiple textures or animations, possibly not even LODs.
  3. Generally I think Blender is a good modelling software, albeit with a somewhat steep learning curve since it's not very intuitive... But the GLM support is pretty mediocre, since the exporter requires you to manually adjust your mesh to conform to GLM limitations instead of doing that automatically.
  4. But I already fixed that!
  5. How does rendering differ between JK2 and JKA?
  6. Care to share some more detail on how it was corrupt so others can avoid it?
  7. No, it's just a different problem.
  8. With all the global variables they use it's nigh impossible to combine MP and SP with their differences into a single executable... They would have had to write cleaner code, which they apparently had no interest in.
  9. I have a ton of coding projects I want to work on, but we'll see if I get around to any of that... What I can say for sure though is that I will go to Seattle and watch the Finals of the Dota 2 World Championship, The International.
  10. Because it's something that might need manual adjustment ("editing", one might say), which is an editor's domain. I was thinking of Skyrim's Editor as an example, which includes functionality for generating navmeshes which can then be tweaked by hand.
  11. There's basically a big texture containing the light information called a "lightmap", which is calculated during compilation from light entities that are not themselves included, making the process irreversible. It's conceivable to edit the lightmap directly in theory, I believe it's too much work for anybody to have ever bothered since without a proper editor (which there isn't) it's nigh impossible to tell which part of the texture corresponds to which part of the map.
  12. Maybe you disabled details in SP?
  13. It should be integrated in the editor, anything else is tedious. I need to write my own editor some day...
  14. Which I believe can be fixed by replacing a DLL or something like that... I remember encountering & fixing them.
  15. mrwonko

    What is this?

    It's a work in progress for use with automatic crash reports - we'll want a symbol server so Visual Studio can automatically download the correct revision for debugging. I've not yet gotten around to doing more work on that.
  16. "Fixed". What you're doing there is removing UV Seams by stretching the texture across the triangle as necessary, screwing up your UV maps.
  17. FYI: They've rebranded to gog.com, which no longer means anything. Because that's not confusing at all.
  18. Are you sure there are already cuts in the geometry where there are cuts in the texture? Select an adjacent face and move it to see if there is indeed a cut.
  19. You do have to create splits, nothing changed if you're using my Blender plugins. It sucks, but it's that way. What you don't need to do is separate every single triangle, which I assume is what you did leading to that explosion in vertex count. Don't do that. Only create cuts where necessary - in places where the texture has cuts. You can use a UV Test Grid texture to see the cuts in the 3d view.
  20. I started creating a video tutorial on playermodel creation but got stuck when I had trouble modelling hands - I'll try to give that another try soon, maybe I'll get further this time.
  21. There's a UV seam, you need to split the meshes at UV seams. It's something the exporter should ideally do automatically, but it can't.
  22. My crawler was made specifically for the jk3files page and I have no interest in adapting it to anything else. I used Scrapy, which made it fairly easy; here's my source code in case anybody wants to study that instead of the docs.
  23. There were a couple of Iron Man skins on JK3Files, but this is the best looking imo.
  24. The XL Engine can load the levels, maybe contact the author for information about the format.
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